Trying to make character for UE4 - Need guidance
Found an Answer that actually works just right:

Export The UE4 mannequin.

Remove anything you dont want to use including MESH, IK bones, Twist bones.

Turn on snap and set it to verticies.
Then grab ends of bones that are in the wrong positions. Move them using the axis arrows onto the correct bones.
Save it for next time as it's own file

Next bring in your mesh. Scale appropriately for unreal
In object mode, select the skeleton. Press shift+C so that you scale from origin. Scale it to your mesh.

Turn on the mirror x and move bones as needed.

In object mode, select the mesh and skeleton and press CTRL+P
set them by weight when asked.

Go into weight mode and fix all the crazy stuff it will do for whatever reason.
Export to unreal.

In unreal make sure you dont choose a skeletal mesh during import.
Open the UE4 skeleton. Get to the rigging options and set it to the humanoid rig

On your skeleton do the same thing.

Go find whatever animation you want, right click on it. 
Select Animation re target asset, and in the process just choose your skeleton.

Skip all the rigging stuff in blender.
Where i was having problems was the weighting. I didnt realize when I would just parent the unreal skeleton to what was basically an unreal model with some clothes on it that i was choosing some CRAZY weights.
I was able to fix them fast by setting the weight tool to subtract, full power zero fall off and going through each bone and drawing over the whole model that WASNT obviously supposed to be connected.

I did over do it a bit, but the system is kind enough once it was all set up i could have UE open and blender, modify the weight and export. UE will process the changes and instantly show them in the animation window I had open. 

(I had a beltbuckle attached to right pinky, left pinky attached to right ball, all sorts of pieces of the shirt attached to random parts of arms, the spine 1 was the whole torso and the rest of the spines connected to random parts of shit/buttons on shirt etc.

Now i am on to fixing the duster so it doesnt go through the characters legs and it's acting all funny around shoulders when character lifts arms...

I dont do anything to the Root. And the pelvis is in the right position/size.
just get it connected to the spine.


When you do export the FBX you need to go to the settings on left, click in the armature section and untick add leaf bones. Otherwise it adds extra ones to the fingers and such.

Inside unreal the skeleton will have 2 roots. There is a file somewhere supposedly that will fix the export of that. But the links I had to it were either dead or only worked on much older Blender versions.
I found you can click on the highest one in the skeleton mesh asset and right lick, disable from LOD 0 and below. It still shows on the list but isnt connected to anything any more and isnt used.

I put my empty rig FBX here: https://drive.google.com/open?id=1lq1SBXGq9485KXKbYENgI-sEMUeUCUGN